#include "wild/WildConfig.h"
#include "wild/SceneRoleEntity.h"

#include "wild/PlatformMgr.h"

namespace wild
{

SceneRoleEntity::SceneRoleEntity()
{


}

//-----------------------------------------------------------------------------------------------------
int SceneRoleEntity::ComponentProc(Uint uiMsg,int iParam1,char* pcParam2)
{
	bool bPassed_ = true;

	switch(uiMsg)
	{
	case T3D_EM_CREATE:
		{
			break;
		}		
	case T3D_EM_DESTROY:
		{

			break;
		}
	case T3D_EM_START:
		{
			break;
		}
	case T3D_EM_SHUTDOWN:
		{

			break;
		}
	case T3D_EM_SETDRAW:
		{
			
			break;
		}
	case T3D_EM_GETDRAW: 
		{
			break;
		}
	case T3D_EM_SETPOS:
		{
			
			break;
		}
	case T3D_EM_GETPOS: 
		{
			break;
		}
	case T3D_EM_SETOWNER:
		{

			break;
		}
	case T3D_EM_SETRENDERSYSTEM:
		{
			

			break;
		}
	case T3D_EM_ROTATE:
		{
			
			break;
		}
	}

	if(bPassed_&&m_pChild)
	{
		m_pChild->ComponentProc(uiMsg, iParam1, pcParam2);
	}

	return 0;
}



}	//	namespace wild
